07-31-2009, 01:01 PM | #41 | |
Join Date: Nov 2006
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Re: Instant Counterattack
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07-31-2009, 01:02 PM | #42 |
Dog of Lysdexics
Join Date: Oct 2004
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Re: Instant Counterattack
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07-31-2009, 01:29 PM | #43 | |
Join Date: Sep 2004
Location: Canada
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Re: Instant Counterattack
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07-31-2009, 03:44 PM | #44 |
Join Date: Sep 2008
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Re: Instant Counterattack
Thanks for guiding me to the FAQ, Bruno. I think I found the entry you referenced (34.1.10 Could I have a clear description of what a turn is in GURPS?), and that gave me a clearer idea of potential problems for an immediate counter. I'll try to address them here - tell me if I missed anything.
Two attacks vs one: In the case of turn order 1,2,3,4, after one (or more) turns have passed you can end up with, say, 1,2,3,4,1,4,2,3,1,2,3,4, if 1 attacks 4 during the second round (and 4 counters). I realized this could be a problem from the beginning, but mostly ignored it. Sure, 4 is acting twice without 2 or 3 getting to act between them, but his action is only really affecting 1 - who has been able to act. 4 is paying for this in that 2 and 3 get to then act twice. Another reason I ignored it is because a person's actions generally can't be divided into neat 1-second turns. Sometimes he might attack every 0.7 seconds, sometimes every 1.3. So, allowing him to act a wee bit faster than once/second, but following it up with a "recovery delay," seems OK to me. One thing I hadn't considered, however, were actions that do affect more than one foe. One could presumably combine Counterattack with Whirlwind Attack, or on the more realistic side use Judo Throw to knock one foe into another. This is not fair to the characters who aren't being countered, as it allows 4 to attack 2 and/or 3 twice in a row without additional penalty. An easy fix is to simply forbid such actions. Attacks that hit multiple opponents require too much setup to pull off as a reaction - if you want a Whirlwind Counterattack, or to knock one attacker into the other, you must Wait. To help maintain realism, I'd also recommend that Judo Throw, when used purely as a reaction, cannot actually move the foe. One of the hexes he "lands" in must be his starting hex. With this in mind, it might also be realistic to forbid a damaging Judo Throw as a reaction. The big problem with this fix is what happens with exotic abilities. If a knight has a magical sword that sends out a 2-yard-radius burst of fire everytime it hits, or a super has a literally explosive punch, then a Counterattack should logically bring about the effect. This allows one to hurt others outside of your actual turn, which is just as unfair as a Whirlwind Counterattack. In this case, it would be very difficult to balance and justify*, as opposed to one or the other. Delayed Effects: Although the Counterattack might not affect those uninvolved directly, it could allow the defender to take more advantage of certain events than he should. We'll keep the example of 1,2,3,4 becoming 1,2,3,4,1,4,2,3,1,2,3,4 due to 1 attacking 4. We'll throw in the concept that 2 is actually a spellcaster. Consider that he begins casting a 1-second attack spell against 4 (or a 1-second healing/buffing spell on 1) the first round. This means 4 actually gets off two different attacks before 2 finishes casting, despite the fact that he should have only managed one. The case is also true if 2 had cast a buff on 4 or a debuff on 1 - if the effect runs out during the round the counter occurs, 4 is benefiting from it once more than he should. To tell you the truth, I'm OK with this. Although 4 is getting more out of the counter than he should, I think this will discourage players (and even NPCs) from acting with "turn awareness." That is, 1 might have attacked 4 more aggressively than he should have because he knew that, before 4 could act, 2 was going to make 1 nigh-impervious to 4's attacks, or render 4 in no condition to fight back. Alternatively, he may have done so because he knew 2 was probably going to kill him soon anyway, or because he knew the buff on 4 would run out before 4 had a chance to act. Additionally, although 4 is getting good treatment here, it is almost completely out of his own hands - he's reliant on 1 to attack him before the effect begins or ends. From a realism perspective, this seems to work - 4 really is acting before he normally would, because 1 has set himself up for a counter (saving 4 a bit of time). Defense penalties: Some active defenses (or all of them, if using one of the optional rules from Martial Arts) suffer a penalty based on how much they've been used this turn. So... what happens when you do a counter? Do the penalties reset immediately (but then accumulate until you actually get another turn, meaning 2 and 3 in the example above can seriously lower your defenses), or do they reset once your normal turn comes up? I think either way works from a balance perspective. In the former, you get to reset the penalties early - but then you can end up accruing some serious penalties in the meantime! In the latter, penalties work just like they normally would. From a realism perspective, I favor the latter. Just because an enemy set himself up to be countered doesn't mean you've completely recovered from all the defenses you've made. It does seem odd that you're able to make an attack without difficulty but still have defensive problems, but I think it still works - afterall, you have to be recovering from something during the turn you essentially skip, right? Previously addressed: Some other considerations are things like what to do with maneuvers that have an effect on your defenses, how to handle movement (obviously you can't move early just because someone attacked you, right?), and interruptions were mentioned in my first post, and addressed in post #9. *I do have an idea, but it involves creating a new combat option (attacking without setup - an immediate attack you can make before your turn, but that is very difficult to hit with) and revising the way Counterattack (at least) works. The end result for the Counterattack would be the same, and I think it could lead to some interesting situations (like a martial arts master pulling off a stop-hit... without a Wait maneuver), but I'm fairly certain the concept would be absolutely hated. I may post it later.
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07-31-2009, 03:58 PM | #45 |
Join Date: Sep 2008
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Re: Instant Counterattack
Ugh, stupid internet connection making me miss the other posts. I'll address them here, rather than editing the other one.
Feints are... nebulous. They are perhaps the most abstract thing in the GURPS rules. This isn't because they don't exist - oh, they most definately do. Rather, it's the timing. I can't imagine a feint that occurs a full second before an attack actually doing... anything. The point of a Feint is to make the enemy react in one way when they should be reacting in another. A Feint should really occur sometime between the declaration of using Feint and the follow-up attack. Indeed, I know a lot of GMs favor not rolling the Feint until the other attack is going to be pulled off. I had forgotten about the Riposte option. And, really, I think it makes a good deal of sense to lump it in with Judo Throw and Counterattack as a "counter." I mean, a Riposte would realistically be faster than a Counterattack, as a Riposte actually turns your defensive action into an attack, rather than just immediately following it with one.
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08-01-2009, 03:48 PM | #46 | |
Join Date: Aug 2004
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Re: Instant Counterattack
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For Counterattack, however, there is no setup. You can do it anytime you've successfully parried someone, on your attack. (We can quibble about whether or not "immediately" requires nothing else to have happened in-between.) As someone else mentioned, Counterattack really is just a specialized form of Deceptive Attack, that you can put points into to get better. (In fact, if you haven't put any points into it, you always get a better difficulty/effect ratio out of Deceptive Attack.) It seems to exist primarily to fill that hole, since you can't directly put points into Riposte or Deceptive Attack. |
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08-02-2009, 10:20 PM | #47 | |
Join Date: Sep 2008
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Re: Instant Counterattack
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Thus, a Riposte is faster than a Counterattack, but only marginally so. While I don't think a Counterattack should be able to interrupt a one-target Rapid Strike (without the counterattacker Rapid Striking as well), I think a Riposte should - which might make it a more effective option than it currently is (and thus potentially raise balance concerns, although this isn't too problematic as Riposte isn't trainable). I've established why I think Counterattack should take place immediately in previous posts. I will note, however, that Counterattack is likely there due more to it being a moderately common tactic that is trainable than to fill some sort of mechanical "gap." The fact it did so rather nicely was icing on the cake.
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08-02-2009, 11:30 PM | #48 | ||
Join Date: Aug 2004
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Re: Instant Counterattack
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However, the key difference between Riposte and Counterattack is not the timing with which the attack follows the parry. It is that with Riposte, the parry was different, and "special" (read: had a penalty resulting from a players direct decision to perform the Riposte instead of a regular Parry), whereas Counterattack can follow any Parry. Counterattack is chosen (or can be) by the player once their own turn/attack comes up, not when the parry is made. (There are other differences by GURPS rules; Riposte requires that the same weapon perform the parry and attack, for example.) More or less, I think you're reading too much into the combat options about their specific timing. All of the "problem" actions you've brought up can be rationalized to work without needing to interrupt the turn order. (For example, Riposte and Judo Throw use the Parry to create a window of opportunity that lasts long enough for your next attack, regardless of whateve speedy things you or your opponent do in-between.) Counterattack may be the hardest to rationalize (c.f. this whole discussion), but it's also the only one to use that particular "immediate" phrasing. |
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08-03-2009, 03:35 AM | #49 | |||
Join Date: Sep 2008
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Re: Instant Counterattack
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On the other side of the equation are your own actions. Looking at Riposte, I find it hard to imagine any realistic reason why you would have to use the same weapon to attack as parry if you were able to parry another attack in the meantime.
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08-03-2009, 10:28 AM | #50 | ||||
Join Date: Aug 2004
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Re: Instant Counterattack
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GURPS has a different mechanic for making a big, everyone-in-the-theater-audience-can-see-it opening that any other attacker can take advantage of: Beat, which uses a ST-based contest. Quote:
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